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10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers.

, , , , and . FDG, page 105-112. ACM, (2012)

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Recognizing Emotional States With Wearables While Playing a Serious Game., , , , and . IEEE Trans. Instrum. Meas., (2021)Älone together?": exploring the social dynamics of massively multiplayer online games., , , and . CHI, page 407-416. ACM, (2006)Body and mind: a study of avatar personalization in three virtual worlds., , , and . CHI, page 1151-1160. ACM, (2009)Human group formation in online guilds and offline gangs driven by a common team dynamic, , , , , , and . Phys. Rev. E, (June 2009)If you build it they might stay: retention mechanisms in World of Warcraft., , , , and . FDG, page 180-187. ACM, (2011)10, 000 gold for 20 dollars: an exploratory study of World of Warcraft gold buyers., , , , and . FDG, page 105-112. ACM, (2012)A new look at World of Warcraft's social landscape., , , , and . FDG, page 174-179. ACM, (2011)Älone together?": exploring the social dynamics of massively multiplayer online games, , , , and . Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems, volume 1 of Games and performances, page 407--416. (2006)Best paper nominee: This paper presents a longitudinal empirical study of a Massively Multiplayer Online Game (MMOG) by analyzing actual usage logs of a game. A more refined understanding of the social nature of these games (more for audience than for collaboration) is articulated, suggesting implications for the design of social interaction in these games..The "lonely gamer" revisited., , , , and . Entertain. Comput., 5 (1): 65-70 (2014)The life and death of online gaming communities: a look at guilds in world of warcraft., , , and . CHI, page 839-848. ACM, (2007)